10776899

Creating Shockwaves in Three-Dimensional Depth Videos and Images

PublishedSeptember 15, 2020
Assigneenot available in USPTO data we have
Technical Abstract

Patent Claims
18 claims

Legal claims defining the scope of protection. Each claim is shown in both the original legal language and a plain English translation.

Claim 1

Original Legal Text

1. A virtual shockwave creation system comprising: an eyewear device including: a frame; a temple connected to a lateral side of the frame; and a depth-capturing camera supported by at least one of the frame or the temple, where the depth-capturing camera includes: (i) at least two visible light cameras with overlapping fields of view; or (ii) a least one visible light camera and a depth sensor; an image display for presenting an initial video including initial images, wherein the initial images are raw images or processed raw images that are two-dimensional; an image display driver coupled to the image display to control the image display to present the initial video; a user input device to receive a shockwave effect selection from a user to apply shockwaves to the presented initial video; a memory; a processor coupled to the depth-capturing camera, the image display driver, the user input device, and the memory; and programming in the memory, wherein execution of the programming by the processor configures the virtual shockwave creation system to perform functions, including functions to: present, via the image display, the initial video; receive, via the user input device, the shockwave effect selection from the user to apply shockwaves to the presented initial video; generate, via the depth-capturing camera, a sequence of initial depth images from respective initial images in the initial video, wherein: each of the initial depth images is associated with a time coordinate on a time (T) axis for a presentation time based on the respective initial images in the initial video; each of the initial depth images is formed of a matrix of vertices, each vertex representing a sampled 3D location in a respective three-dimensional scene; each vertex has a position attribute; and the position attribute of each vertex is based on a three-dimensional location coordinate system and includes an X location coordinate on an X axis for horizontal position, a Y location coordinate on a Y axis for vertical position, and a Z location coordinate on a Z axis for a depth position; in response to receiving the shockwave effect selection, based on, at least, the associated time coordinate of each of the initial depth images, generate, for each of the initial depth images, a respective warped shockwave image by applying a transformation function to vertices of the respective initial depth image based on, at least the Y and Z location coordinates and the associated time coordinate; create, a warped shockwave video including the sequence of the generated warped shockwave images; and present, via the image display, the warped shockwave video.

Plain English translation pending...
Claim 2

Original Legal Text

2. The virtual shockwave creation system of claim 1 , wherein: the transformation function for each initial depth pixel moves the respective Y location coordinate of each vertex in the respective shockwave region of vertices vertically upwards or downwards on the Y axis to vertically fluctuate or oscillate the respective shockwave region of vertices; and the function of generating, for each of the initial depth images, the respective shockwave depth image by applying the respective transformation function to the respective initial depth image vertically fluctuates or oscillates the respective shockwave region of vertices and stores the respective initial depth image with the vertical fluctuations or oscillations as the respective shockwave depth image.

Plain English Translation

This invention relates to a virtual shockwave creation system designed to enhance visual effects in computer-generated imagery (CGI) or virtual environments. The system addresses the challenge of creating realistic and dynamic shockwave effects that simulate the physical behavior of shockwaves, such as those produced by explosions or other high-energy events. The system processes initial depth images, which represent the spatial arrangement of objects in a 3D scene. For each initial depth image, a transformation function is applied to specific regions of vertices, referred to as shockwave regions. The transformation function adjusts the Y-axis (vertical) position of each vertex within these regions, causing them to move upward or downward. This vertical fluctuation or oscillation creates the illusion of a shockwave propagating through the scene. The transformed vertices are then stored as a new shockwave depth image, which retains the original depth information but with the added vertical oscillations. This approach allows for the generation of realistic shockwave effects that can be integrated into virtual environments, enhancing visual realism in applications such as video games, simulations, or special effects in film. The system dynamically adjusts the shockwave regions to ensure the effect appears natural and synchronized with the scene's depth data.

Claim 3

Original Legal Text

3. The virtual shockwave creation system of claim 1 , wherein: the function of presenting via the image display, the warped shockwave video including the sequence of the generated warped shockwave images presents an appearance of a wavefront advancing radially from the depth-capturing camera, radially from an object emitting a shockwave, or along the Z axis of the warped shockwave images of the warped shockwave video.

Plain English Translation

This invention relates to a virtual shockwave creation system designed to simulate and visualize shockwave propagation in a three-dimensional space. The system addresses the challenge of accurately representing shockwave dynamics in virtual environments, particularly for applications in medical imaging, scientific visualization, or entertainment. The system generates a sequence of warped shockwave images that are processed to create a warped shockwave video, which is then displayed to present a realistic depiction of shockwave behavior. The warped shockwave video is generated by capturing depth information from a depth-capturing camera, which detects the spatial position of objects in the environment. The system processes this depth data to simulate the propagation of a shockwave, adjusting the visual representation to account for the three-dimensional structure of the scene. The warped shockwave images are then combined into a video sequence that dynamically illustrates the shockwave's movement. The displayed warped shockwave video presents the shockwave as a wavefront advancing in a specific direction. The wavefront can appear to propagate radially outward from the depth-capturing camera, from an object emitting the shockwave, or along the Z-axis of the warped shockwave images. This directional control enhances the realism of the simulation, allowing for accurate visualization of shockwave interactions with objects in the environment. The system ensures that the shockwave's appearance aligns with physical principles, providing a coherent and immersive experience.

Claim 4

Original Legal Text

4. The virtual shockwave creation system of claim 1 , wherein: the transformation function moves the respective Y location coordinate of vertices in the respective shockwave region of vertices vertically upwards or downwards based on a wave pattern; and the wave pattern provides an appearance of a wavefront advancing radially from the depth-capturing camera, radially from an object emitting a shockwave, or along the Z axis of the warped shockwave images of the warped shockwave video.

Plain English Translation

This invention relates to a virtual shockwave creation system that enhances visual effects in video content by generating realistic shockwave distortions. The system addresses the challenge of creating convincing shockwave effects in digital media, particularly in scenarios involving depth-captured video. The core technology involves a transformation function that manipulates the Y-coordinate positions of vertices within a designated shockwave region, applying a wave pattern to simulate the dynamic movement of a shockwave. The wave pattern can be configured to appear as a wavefront advancing radially from a depth-capturing camera, from an object emitting the shockwave, or along the Z-axis of the warped shockwave images in the processed video. This approach ensures that the shockwave effect aligns with the perceived depth and perspective of the scene, enhancing realism. The system dynamically adjusts vertex positions to create the illusion of a propagating shockwave, improving visual coherence in applications such as special effects, gaming, and virtual reality. The invention builds on a broader virtual shockwave creation system that warps video frames to simulate shockwave distortions, with this specific enhancement focusing on precise vertical displacement of vertices to achieve a more natural wavefront appearance.

Claim 5

Original Legal Text

5. The virtual shockwave creation system of claim 2 , wherein: applying the transformation function creates a new modified set of vertices or a three-dimensional image without a depth map.

Plain English Translation

The invention relates to a virtual shockwave creation system designed to generate realistic shockwave effects in three-dimensional environments. The system addresses the challenge of accurately simulating shockwaves in virtual spaces, particularly when depth information is limited or absent. The core functionality involves applying a transformation function to a set of vertices representing a three-dimensional object or image. This transformation modifies the vertices to create a new set that visually represents a shockwave effect. Alternatively, the system can generate a three-dimensional image without relying on a depth map, ensuring compatibility with environments where depth data is unavailable. The transformation function dynamically adjusts the vertices to simulate the propagation and distortion effects of a shockwave, enhancing realism in virtual simulations, gaming, or visual effects applications. The system ensures that shockwave effects are accurately rendered even in scenarios where traditional depth-based methods are impractical.

Claim 6

Original Legal Text

6. The virtual shockwave creation system of claim 1 , wherein: an earlier initial depth image is associated with an earlier time coordinate on the time (T) axis for an earlier presentation time in the initial video; and an intermediate initial depth image is associated with an intermediate time coordinate on the time (T) axis for an intermediate presentation time after the earlier presentation time in the initial video; the function of transforming the respective shockwave region of vertices along the Z axis based on, at least, the associated time coordinate of the respective initial depth image includes: transforming a near range shockwave region of vertices with nearer depth positions grouped contiguously together along the Z axis for the earlier initial depth image based on the earlier time coordinate; and transforming an intermediate range shockwave region of vertices with intermediate depth positions grouped contiguously together along the Z axis for the intermediate initial depth image based on the intermediate time coordinate; and the near range shockwave region of vertices is closer in depth along the Z axis than the intermediate range shockwave region of vertices.

Plain English Translation

This invention relates to a virtual shockwave creation system designed to enhance visual effects in video content by dynamically transforming shockwave regions in depth images over time. The system addresses the challenge of creating realistic, depth-aware shockwave effects that propagate through different depth ranges of a scene. The system processes multiple initial depth images extracted from an initial video, each associated with a specific time coordinate on a time axis. These depth images represent different presentation times in the video. For an earlier time coordinate, a near range shockwave region of vertices is identified, where vertices represent points in the depth image. These vertices are grouped contiguously along the Z-axis (depth axis) and correspond to nearer depth positions in the scene. The system transforms this near range shockwave region based on the earlier time coordinate to simulate the shockwave's effect at that depth. Similarly, for an intermediate time coordinate, an intermediate range shockwave region of vertices is identified, representing intermediate depth positions grouped contiguously along the Z-axis. This region is transformed based on the intermediate time coordinate. The near range shockwave region is closer in depth along the Z-axis than the intermediate range shockwave region, ensuring the shockwave effect propagates realistically from nearer to farther depths over time. This layered transformation creates a visually coherent and depth-aware shockwave effect in the video.

Claim 7

Original Legal Text

7. The virtual shockwave creation system of claim 1 , wherein: the initial video further includes: a later initial depth image associated with a later time coordinate on the time (T) axis for a later presentation time after the intermediate presentation time of the intermediate initial depth image in the initial video; and the function of transforming the respective shockwave region of vertices along the Z axis based on, at least, the associated time coordinate of the respective initial depth image further includes: transforming a far range shockwave region of vertices with farther depth positions grouped contiguously together along the Z axis for the later initial depth image based on the later time coordinate; and the far range shockwave region of vertices is farther in depth along the Z axis than the intermediate range shockwave region of vertices.

Plain English Translation

This invention relates to a virtual shockwave creation system designed to enhance visual effects in video content by dynamically transforming shockwave regions based on depth and time. The system addresses the challenge of creating realistic, depth-aware shockwave effects that evolve over time in a three-dimensional space. The system processes an initial video containing multiple depth images captured at different time coordinates. These depth images include an intermediate initial depth image associated with an intermediate presentation time and a later initial depth image associated with a later presentation time. The system identifies shockwave regions within these depth images, which are groups of vertices representing objects or surfaces in the scene. The transformation function adjusts the shockwave regions along the Z-axis (depth) based on their associated time coordinates. For the later depth image, the system specifically transforms a far range shockwave region, which consists of vertices with deeper (farther) depth positions grouped contiguously along the Z-axis. This far range shockwave region is positioned deeper than an intermediate range shockwave region, ensuring that the shockwave effect varies with depth over time, creating a more realistic and immersive visual effect. The system dynamically adapts the shockwave's appearance based on depth and temporal progression, improving the realism of virtual shockwave simulations in video content.

Claim 8

Original Legal Text

8. The virtual shockwave creation system of claim 1 , wherein: execution of the programming by the processor further configures the virtual shockwave creation system to compute a respective affinity matrix for the vertices of the respective initial depth image that determines an influence weight of the transformation function on each of the vertices in the respective shockwave region of vertices; the influence weight is based on, at least, the vertical position of the vertex; and the function of generating, for each of the initial depth images, the respective shockwave depth image by applying the transformation function to the respective initial depth image is further based on the computed respective affinity matrix.

Plain English Translation

This invention relates to virtual shockwave creation systems used in computer graphics, particularly for generating realistic shockwave effects in depth-based visualizations. The system addresses the challenge of creating dynamic, physically plausible shockwave distortions in 3D environments by leveraging depth information from initial depth images. The system computes an affinity matrix for the vertices of each initial depth image, which determines the influence weight of a transformation function on each vertex within a shockwave region. The influence weight is primarily based on the vertical position of each vertex, ensuring that the shockwave effect varies realistically with depth. The transformation function is then applied to the initial depth image, using the affinity matrix to modulate the effect, resulting in a shockwave depth image that accurately simulates the propagation and distortion of a shockwave through a 3D scene. This approach enhances visual realism by dynamically adjusting the shockwave's impact based on spatial depth, improving the fidelity of virtual shockwave simulations in applications such as gaming, simulations, and visual effects.

Claim 9

Original Legal Text

9. The virtual shockwave creation system of claim 8 , wherein: the influence weight is greater as a height of the vertex relative to a floor plane of the respective initial depth image decreases such that the transformation function moves the Y location coordinate of the vertex vertically upwards on the Y axis to a greater extent; and the influence weight is lower as the height of the vertex relative to the floor plane increases such that the transformation function moves the Y location coordinate of the vertex vertically upwards on the Y axis to a lesser extent.

Plain English Translation

This invention relates to virtual shockwave creation systems, particularly for enhancing visual effects in virtual environments. The system addresses the challenge of realistically simulating shockwaves in 3D spaces, ensuring that the effects appear natural and dynamically responsive to environmental factors. The system processes initial depth images to generate a virtual shockwave effect. It applies a transformation function to vertices in the depth image, adjusting their Y-axis (vertical) positions based on an influence weight. The influence weight is inversely proportional to the height of each vertex relative to a floor plane. Vertices closer to the floor are moved upward more significantly, while those higher above the floor are moved upward less. This creates a more realistic shockwave effect, where the impact is stronger near the ground and diminishes with height. The transformation function ensures that the shockwave effect adapts to the environment's geometry, producing a visually coherent and dynamic simulation. The system can be used in applications such as gaming, virtual reality, or special effects, where realistic environmental interactions are crucial. By dynamically adjusting the influence weight based on vertex height, the system improves the realism of virtual shockwaves compared to static or uniform effects.

Claim 10

Original Legal Text

10. The virtual shockwave creation system of claim 1 , wherein: the virtual shockwave creation system further includes an inertial measurement unit; and the function of transforming the respective shockwave region of vertices along the Z axis based on, least, the associated time coordinate of the respective initial depth image includes: tracking, via the inertial measurement unit, a head orientation of a head of a wearer of the eyewear device, the wearer of the eyewear being the user or a different user; based on the head orientation, determining a floor plane of vertices which are contiguous along the Z axis of the respective initial depth image; and transforming the respective shockwave region of vertices based on, at least, the floor plane.

Plain English Translation

This invention relates to a virtual shockwave creation system for eyewear devices, addressing the challenge of accurately simulating shockwave effects in virtual environments while accounting for real-world spatial orientation. The system enhances virtual shockwave rendering by incorporating an inertial measurement unit (IMU) to track the head orientation of the wearer, ensuring that shockwave effects align with the physical environment. The system processes depth images to identify and transform shockwave regions along the Z-axis, which represents depth in the virtual space. By tracking head orientation via the IMU, the system determines a floor plane from contiguous vertices in the depth image, allowing the shockwave regions to be transformed relative to this plane. This ensures that virtual shockwaves appear grounded and spatially coherent with the wearer's real-world perspective, improving immersion. The system dynamically adjusts shockwave effects based on the wearer's head movements, ensuring consistent alignment with the environment. This approach enhances the realism of virtual shockwave simulations in augmented or virtual reality applications.

Claim 11

Original Legal Text

11. The virtual shockwave creation system of claim 10 , wherein: the function of tracking, via the inertial measurement unit, the head orientation of the head of the wearer includes measuring, via the inertial measurement unit, the head orientation on the X axis, the Y axis, the Z axis, or the combination thereof; and in response to measuring the head orientation, determining a deviation angle of the depth-capturing camera on the X axis, the Y axis, the Z axis, or the combination thereof; and re-orienting the vertices based on the deviation angle such that one axis, either the X axis, the Y axis, or the Z axis is perpendicular to the ground.

Plain English Translation

The virtual shockwave creation system is designed for immersive virtual reality (VR) or augmented reality (AR) environments, where precise tracking of a wearer's head orientation is critical for generating realistic visual effects. The system addresses the challenge of maintaining accurate spatial alignment between virtual elements and the real-world environment, particularly when the wearer's head moves. Traditional systems may fail to compensate for head orientation changes, leading to misaligned visual effects that reduce immersion. The system includes an inertial measurement unit (IMU) that tracks the wearer's head orientation across the X, Y, and Z axes. By measuring deviations in head orientation, the system calculates a deviation angle for a depth-capturing camera, which is used to capture real-world spatial data. The system then re-orients the vertices of virtual objects based on this deviation angle, ensuring that one of the axes (X, Y, or Z) remains perpendicular to the ground. This adjustment compensates for head movement, maintaining proper alignment between virtual and real-world elements. The result is a more stable and immersive experience, where virtual shockwaves or other effects appear correctly positioned relative to the wearer's perspective. The system enhances realism by dynamically correcting for orientation changes, improving the overall quality of VR/AR interactions.

Claim 12

Original Legal Text

12. The virtual shockwave creation system of claim 1 , wherein: the function of generating, for each of the initial depth images, the respective shockwave depth image by applying the transformation function to the respective initial depth image includes: multiplying each vertex in the respective shockwave region of vertices of the respective initial depth image by the transformation function to obtain a new Y location coordinate on the three-dimensional location coordinate system.

Plain English Translation

This invention relates to a virtual shockwave creation system designed to simulate shockwave effects in three-dimensional environments, particularly for applications in gaming, simulations, or visual effects. The system addresses the challenge of realistically modeling shockwave propagation and deformation in digital environments, where traditional methods may lack precision or computational efficiency. The system generates shockwave depth images from initial depth images by applying a transformation function to specific regions of the depth data. This transformation function modifies the Y-coordinate (vertical position) of vertices within a designated shockwave region, effectively simulating the displacement caused by a shockwave. The transformation is applied to each vertex in the shockwave region, adjusting their positions to create a realistic deformation effect. The resulting shockwave depth images can be used to render visual effects that accurately depict the propagation of shockwaves through a three-dimensional space. The system ensures that the shockwave effect is dynamically applied to the depth data, allowing for real-time or near-real-time rendering of shockwave interactions with objects or surfaces in the virtual environment. This approach enhances the realism of simulations and visual effects by accurately modeling the physical behavior of shockwaves. The transformation function can be customized to achieve different shockwave intensities, shapes, or propagation patterns, providing flexibility in the design of the visual effects.

Claim 13

Original Legal Text

13. The virtual shockwave creation system of claim 1 , wherein: the processor comprises a first processor and a second processor; the memory comprises a first memory and a second memory; the eyewear device includes: a first network communication interface for communication over a network; the first processor coupled to the first network communication interface; the first memory accessible to the first processor; and programming in the first memory, wherein execution of the programming by the first processor configures the eyewear device to perform the function to generate, via the depth-capturing camera, the initial depth images from the initial images in the initial video; and the virtual shockwave creation system further comprises a host computer coupled to the eyewear device over the network, the host computer including: a second network communication interface for communication over the network; the second processor coupled to the second network communication interface; the second memory accessible to the second processor; and programming in the second memory, wherein execution of the programming by the second processor configures the host computer to perform the functions to: present, via the image display, the initial video; receive, via the user input device, the shockwave effect selection from the user to apply shockwaves to the presented initial video; in response to receiving the shockwave effect selection, based on, at least, the associated time coordinate of each of the initial depth images, generate, for each of the initial depth images, the respective shockwave depth image by applying the transformation function to the respective initial depth image; create, the warped shockwave video including the sequence of the generated warped shockwave images; and present, via the image display, the warped shockwave video.

Plain English Translation

This invention relates to a virtual shockwave creation system for generating and applying shockwave effects to video content. The system addresses the challenge of dynamically altering video footage to simulate shockwave distortions in real-time or post-processing. The system includes an eyewear device equipped with a depth-capturing camera to generate initial depth images from an initial video. The eyewear device comprises a first processor and memory, where programming executed by the processor enables depth image generation. A host computer, connected to the eyewear device over a network, includes a second processor and memory. The host computer processes user inputs to apply shockwave effects to the initial video. Upon receiving a user selection, the host computer generates shockwave depth images by applying a transformation function to the initial depth images, using their time coordinates. These transformed images are compiled into a warped shockwave video, which is then displayed. The system enables interactive modification of video content with realistic shockwave distortions, leveraging depth data for accurate visual effects.

Claim 14

Original Legal Text

14. The virtual shockwave creation system of claim 13 , wherein: the host computer is a mobile device; the network is a wireless short-range network or a wireless local area network; and the user input device includes a touch screen or a computer mouse.

Plain English Translation

This invention relates to a virtual shockwave creation system designed to generate and simulate shockwaves in a virtual environment. The system addresses the need for immersive and interactive virtual experiences by enabling users to create and manipulate virtual shockwaves through physical or simulated gestures. The system includes a host computer, a network, and a user input device. The host computer processes data to generate the virtual shockwave, while the network facilitates communication between the host computer and other devices. The user input device allows users to interact with the system, triggering the creation of shockwaves based on their input. In this specific embodiment, the host computer is a mobile device, such as a smartphone or tablet, enabling portability and on-the-go use. The network is a wireless short-range network, like Bluetooth or a wireless local area network (Wi-Fi), ensuring low-latency communication for real-time interaction. The user input device includes a touch screen or a computer mouse, providing intuitive control over the virtual shockwave generation. The touch screen allows direct interaction with the mobile device, while the mouse offers precise control when connected to a desktop or laptop. This configuration enhances accessibility and usability, making the system suitable for various applications, including gaming, simulations, and educational tools. The system dynamically adjusts shockwave parameters based on user input, creating a responsive and engaging virtual experience.

Claim 15

Original Legal Text

15. A method comprising steps of: generating, via a depth-capturing camera, a sequence of initial depth images from the initial images of an initial video; in response to receiving a shockwave effect selection, determining, for each of the initial depth images, a respective rotation matrix to adjust, at least X and Y location coordinates of the vertices based on detected rotation of the depth-capturing camera; generating, for each of the initial depth images, a respective warped shockwave image by applying the respective rotation matrix and a transformation function to vertices of a respective initial depth image; creating, a warped shockwave video including the sequence of the generated warped shockwave images; and presenting, via an image display, the warped shockwave video.

Plain English Translation

This invention relates to video processing techniques for applying shockwave effects to depth-captured video content. The problem addressed is the need to dynamically adjust depth-based visual effects, such as shockwaves, to account for camera movement or rotation during recording, ensuring the effect remains visually coherent and aligned with the scene. The method involves capturing a sequence of initial depth images from an initial video using a depth-capturing camera. When a shockwave effect is selected, the system analyzes each depth image to determine a rotation matrix that compensates for detected camera rotation, adjusting the X and Y coordinates of vertices in the depth data. A transformation function is then applied to these vertices to generate a warped shockwave image for each frame, incorporating the rotation adjustments. These warped images are compiled into a final shockwave video, which is displayed on an image display device. The technique ensures that the shockwave effect remains stable and properly aligned with the scene, even if the camera moves or rotates during recording. This approach enhances visual realism and consistency in depth-based video effects.

Claim 16

Original Legal Text

16. The method of claim 15 , wherein: the transformation function transforms a respective shockwave region of vertices grouped together along a Z axis based on, at least, an associated time coordinate of the respective initial depth image; and the transformation function moves a respective Y location coordinate of vertices in the respective shockwave region of vertices vertically upwards or downwards on the Y axis.

Plain English Translation

This invention relates to computer graphics and 3D modeling, specifically addressing the challenge of realistically simulating shockwave effects in depth-based 3D reconstructions. The method enhances the visual fidelity of shockwave representations by dynamically transforming vertices in a 3D model based on time-coordinated depth data. The technique involves grouping vertices along a Z-axis to define a shockwave region within the 3D model. A transformation function then adjusts the Y-axis (vertical) position of these vertices, moving them upward or downward to simulate the propagation of a shockwave over time. The transformation is applied based on the time coordinate associated with the initial depth image, ensuring synchronization with the temporal progression of the shockwave effect. This approach improves upon traditional methods by incorporating time-dependent depth data to create more realistic and dynamic shockwave visualizations. The vertical displacement of vertices in the shockwave region enhances the illusion of movement and impact, making the simulation more visually convincing. The method is particularly useful in applications such as virtual reality, gaming, and special effects, where realistic shockwave effects are required.

Claim 17

Original Legal Text

17. The method of claim 15 , wherein: the function of presenting via the image display, the warped shockwave video including the sequence of the generated warped shockwave images presents an appearance of a rolling wave radially from the depth-capturing camera, radially from an object emitting a shockwave, or along a Z axis of the warped shockwave images of the warped shockwave video.

Plain English Translation

This invention relates to visualizing shockwave propagation in a three-dimensional space using depth-capturing cameras. The technology addresses the challenge of effectively displaying shockwave dynamics, which are typically complex and difficult to interpret in real-time. The method involves capturing a sequence of images depicting a shockwave emitted by an object, then warping these images to create a video representation. The warping process adjusts the images to simulate the shockwave's movement in a visually coherent manner. The resulting warped shockwave video is presented on an image display, where the shockwave appears as a rolling wave. This rolling wave effect can be visualized in multiple ways: radially outward from the depth-capturing camera's perspective, radially from the object emitting the shockwave, or along the Z-axis of the warped images. The visualization enhances understanding of shockwave behavior by providing a clear, dynamic representation of its propagation. This technique is particularly useful in applications requiring real-time analysis of shockwave dynamics, such as medical imaging, industrial monitoring, or scientific research.

Claim 18

Original Legal Text

18. The method of claim 17 , wherein: the transformation function moves a respective Y location coordinate of vertices in the respective shockwave region of vertices vertically upwards or downwards based on a wave pattern; and the wave pattern provides an appearance of a rolling wave radially from the depth-capturing camera, radially from an object emitting a shockwave, or along a Z axis of the warped shockwave images of the warped shockwave video.

Plain English Translation

This invention relates to computer-generated visual effects for simulating shockwave propagation in video content. The problem addressed is the realistic depiction of shockwaves in visual media, particularly in video content captured by depth-sensing cameras. Traditional methods often fail to accurately represent the dynamic, wave-like motion of shockwaves, resulting in unrealistic visual effects. The invention describes a method for processing video frames to create a warped shockwave effect. The method involves identifying a region of vertices in the video frame that represents the shockwave. A transformation function is applied to these vertices, adjusting their vertical (Y-axis) position based on a predefined wave pattern. This adjustment creates the illusion of a rolling wave effect, which can propagate radially outward from the depth-capturing camera, from an object emitting the shockwave, or along the Z-axis of the warped shockwave images in the video. The wave pattern ensures that the shockwave appears to move realistically, enhancing the visual realism of the effect. The method can be applied to individual frames or sequences of frames to produce a coherent, dynamic shockwave effect in the video. The technique is particularly useful in visual effects for films, video games, and other multimedia applications where realistic shockwave simulations are desired.

Patent Metadata

Filing Date

Unknown

Publication Date

September 15, 2020

Inventors

Sagi Katz
Eyal Zak

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CREATING SHOCKWAVES IN THREE-DIMENSIONAL DEPTH VIDEOS AND IMAGES